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Halo 5: Guardians Review: Fast Co-op, Strong Multiplayer
Halo 5: Guardians is the fastest Halo to date, with tight 60 fps controls, excellent co-op and a strong Warzone mode, while its story leans on series lore. Players new to Halo will enjoy the play more than the plot.
Halo 5 Guardians review: the short version
Halo 5: Guardians, developed by 343 Industries and published by Microsoft Studios, arrived worldwide on October 27, 2015, as an Xbox One exclusive. It is the fastest Halo yet, with a campaign that plays very well and a story that does not play as well, plus a multiplayer suite that adds a big new mode. This Halo 5 Guardians review looks at all three and gives a verdict on who should buy it.
The game runs at 60 frames per second and moves faster than its predecessors. Its campaign puts players in the boots of two teams of Spartans, Halo's super soldiers, and its multiplayer splits into the traditional Arena and the new Warzone. Reviews of games are never fully impartial, and a long history with the series colors this one: the more Halo lore a player knows, the more the story rewards them.
The story: two teams, one Chief
The campaign follows two squads. Blue Team, led by Master Chief, searches for his best friend and AI Cortana, whose fate the events of Halo 4 left uncertain. At the start of Guardians, Cortana reaches out and calls him to find her. Chief will let nothing stand in his way, whether it is Covenant or Promethean. Fireteam Osiris, led by Spartan Locke, a former ONI agent who was introduced in the live-action series Nightfall, is sent to find Chief and Blue Team, because Chief has been declared AWOL. On the way, Osiris finds itself in the middle of a Covenant civil war and facing hordes of Prometheans.
Wikipedia places the story in 2558, eight months after Halo 4. Cortana's plan is to use the Guardians to forcibly disarm the galaxy, and the game ends on a cliffhanger.
The premise promises tension between the two teams, and that promise is not fully realized, for understandable reasons. Chief has been the hero for four games and is a sacred icon to fans, and his motives are pure: he wants to save a friend. Locke's team gets most of the screen time, so showing him as wrong would mean asking players to control someone they dislike for most of the game. Nobody wants that.
Where the story stumbles
The general theme is broad enough for most players to follow, but it does not do enough to carry newcomers to the ending. The details of the lore, from the games in the series and the books, shows and films around them, ask for background knowledge. Some players found the story confusing, and others found it engrossing. Enjoyment varies from person to person, and the Halo 5 Guardians campaign leans on players who already care.
Halo 5: Guardians at a glance
| Item | Detail |
|---|---|
| Developer | 343 Industries |
| Publisher | Microsoft Studios |
| Platform | Xbox One (exclusive at launch) |
| Release date | October 27, 2015 |
| Campaign | Blue Team (Master Chief) and Fireteam Osiris (Locke) |
| Frame rate | 60 frames per second with dynamic resolution, upscaled to 1080p |
| Online modes | Arena and Warzone |
| Content rating | ESRB Teen, the first mainline Halo shooter not rated Mature in the U.S. |
How Halo 5 plays
The saving grace of the campaign is that, story or not, it is a joy to play. Halo has always had tight controls, and 343 Industries took them further. Everything is responsive and quick. The added mobility, from unlimited sprint to sliding, boosting and clambering, makes this the fastest Halo to date.
Speed is the unifying idea. Every change, from sprint to clamber to the faster maps, nudges the player to keep moving, and the game rewards that instinct in both modes.
The steady 60 fps comes with a trade-off: dynamic resolution that targets 1080p and drops when it has to. In practice, it may not be the best-looking game available, but few console games look this good and run this well.
Because the story centers on two teams of four Spartans, the game supports drop-in, drop-out co-op for up to four players, or squad commands in single-player. Co-op is the best way to play. Each Spartan has a different starting loadout and perks, and shouting for help against a tough enemy and cheering when the kill lands is the highlight of the campaign.
Going solo has less punch. The game defaults to controlling Locke or Chief with the ability to issue simple orders: move to a spot, focus fire on an enemy or pick you up when you go down. The AI is not bad, but it needs a lot of micromanagement, and teammates sometimes stand motionless while you wait to be revived. The campaign is still fun alone, just far less fun than with friends.
Arena: close-quarters multiplayer
Online play is split into Arena and Warzone. Arena has the traditional suite of free-for-all, Swat and team slayer, along with Breakout, a 4 v 4 mode with a neutral flag and no respawns that frequently ends in tense one-on-one duels. The maps are smaller and closer in scale, and they recall Halo 2: each has distinct, recognizable areas, which makes callouts easier for teammates. The added movement brings speed and fluidity to competitive play.
Warzone: big battles with a twist
Warzone is the new addition. Teams of 12 face each other on a large map, joined by AI-controlled marines and neutral bosses. A team wins by reaching 1,000 victory points or by destroying the opposing core. Points come from killing players, holding one of three bases, or taking down the neutral bosses, who are worth anywhere from 25 to 150 points. If a team controls all three bases, the other team's core is exposed and can be destroyed for an instant win.
That mechanic keeps matches close until the last moment. Dominating from start to finish is possible, but most games swing back and forth, and it is hard to be truly out of a match before it ends.
Warzone also introduces Requisitions. During a match, players unlock more powerful weapons, vehicles and boosts, represented by Req levels, and spend Req points that accrue over time or faster with success. A player can only call in items for which they hold a Requisition, and Requisitions come in Req Packs opened outside a match, either with in-game currency or real money. The game gives out enough in-game currency that there is no need to spend real money, though microtransactions leave a bad taste for some players.
Verdict on Halo 5: Guardians
Review aggregator Metacritic lists Halo 5: Guardians at 84 out of 100 from 101 reviews, according to Wikipedia, with praise for the gameplay, visuals, level design and multiplayer and a divided response to the story, writing and ending. That split matches the game: the playing is better than the telling.
The sales picture was strong. According to Wikipedia, Frank O'Connor said the game sold 5 million copies in its first three months. A 2022 Game Informer retrospective called it the franchise's most controversial game, which fits the split between its gameplay praise and its story reaction. Both can be true at once: players loved how it played, and many fans argued about what it said.
For Halo veterans the recommendation is easy. The campaign rewards what they know, co-op is a pleasure, and the multiplayer packs the most energy the series has had since Halo 2. For newcomers, the story is the weak link, and a first-time player should read a short summary of the series so far before starting.
A few practical notes round out the picture. The game is rated Teen by the ESRB, the first mainline Halo shooter not rated Mature in the United States. Split-screen play and local networking were dropped, which matters for households that played earlier Halo games on one couch. And the online structure rewards time spent: Warzone's Requisition system gives a steady stream of unlocks to anyone who keeps playing.
Who should buy it? Series veterans who want the best-playing Halo in years, players with a group of friends to team up with, and anyone who wants a console shooter that holds 60 frames per second. Who might wait? Solo players who care most about a self-contained story, and anyone put off by Req Packs.
The cliffhanger ending also points toward more. An extra scene after the credits is unlocked by completing the campaign on Legendary difficulty, a reward that only the most dedicated players will see.
Halo 5: Guardians questions, answered
When was Halo 5: Guardians released?
Halo 5: Guardians was released worldwide on October 27, 2015, as an Xbox One exclusive. It was developed by 343 Industries and published by Microsoft Studios.
What is the story of Halo 5: Guardians?
Master Chief and Blue Team go AWOL to find Cortana, while Spartan Locke leads Fireteam Osiris to bring them back. Cortana plans to use the Guardians to forcibly disarm the galaxy, and the story ends on a cliffhanger.
Does Halo 5 have co-op?
Yes. The campaign supports drop-in, drop-out co-op for up to four players, and each Spartan has a different loadout and perks. Solo players can issue basic orders to their squad.
What is Warzone in Halo 5?
Warzone is a large-scale multiplayer mode in which two teams of 12, joined by AI marines and bosses, race to 1,000 victory points or try to destroy the enemy core. Players unlock weapons and vehicles with Requisitions.
Does Halo 5 have microtransactions?
Yes. Req Packs can be opened with in-game currency or real money. The game awards enough in-game currency through normal play that spending real money is not needed.
What frame rate does Halo 5 run at?
It runs at 60 frames per second in the campaign and multiplayer, using dynamic resolution that targets 1080p.
Sources
- Halo 5: Guardians, Wikipedia — release date, platforms and gameplay modes